// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "SpecularVertexShader"
{
    Properties
    {
        _Diffuse("Diffuse",Color) = (1,1,1,1)
        _Specular("Specular",Color) = (1,1,1,1)
        _Gloss("Gloss",Range(8.0,256))=20
    }
        SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag


            //#include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            fixed _Gloss;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                
                float4 pos : SV_POSITION;
                fixed3 color : COLOR;
            };


            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                fixed3  ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldNormal = normalize(mul(v.normal, (float3x3) unity_WorldToObject));

                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));

                fixed3 reflectDir=normalize(reflect(-worldLight,worldNormal));
                fixed3 viewDir=normalize(_WorldSpaceCameraPos.xyz-mul(unity_ObjectToWorld,v.vertex).xyz);
                fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir,viewDir)),_Gloss);

                o.color = ambient + diffuse+specular;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(i.color,.0);
            }

            ENDCG
        }
    }
    //FallBack "Specular"
}
